So, I gather that this project is finally coming close to completion? Sounds great. ENIGMA is clearly better than GM's slow interpreter from what I can tell, so who knows? Maybe people who used to use GM will come flocking over to LateralGM and ENIGMA.

If by completion you mean "Is usable in the sense that every one of GM's functions is implemented and working fantastically", then in a sense (from a user's stand point) it's a bit of a yes and a no.Yes in the terms that the functions that are already available (on the most part) work and everything gets compiled and ranNo in the sense that there are still a fucktonne of functions to be done, which I unfortunately can't contribute towards because I'm a novice programmer and that's why I'm here

I don't think their done, even thou its "trivial shit" as Josh used to say. I too guess it could take him like 3h to get all this done, but he is just lazy as hell, and I am new to C++ (and never be anything more, as I think its dreadful). All I can do is some drawing functions etc. Not whole systems like surfaces (I have tried and tried and tried again, always failing). When basic draw_surface works, then I will be able to do the rest of the surface functions thou.

Two hours for surfaces, probably three hours for switch()... two hours for ds_ functions... I only now got home from school, and I still have more work to do.

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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble"I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire

I never suggested functions would take little time to implement, I was just stating excitement to see your work unfold.

Will be uploading a video of my RTS engine soon, so that you can witness it .

With ENIGMA, will it be possible to create my own instance classes, such as using a specific one for projectiles so that it doesn't waste as much resources, this may mean I have to re-write parts of my engine later, though :\.

You may not treat custom classes as regular objects, but you can already create them in Definitions using C++ syntax.

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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble"I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire

With ENIGMA, will it be possible to create my own instance classes, such as using a specific one for projectiles so that it doesn't waste as much resources, this may mean I have to re-write parts of my engine later, though :\.

I think the idea is that you will be able to remove unneeded built-in variables and so they would not be updated or used. So later it would be as simple as just unchecking some checkboxes inside object properties and they will become as simple as you want.

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Will be uploading a video of my RTS engine soon, so that you can witness it .

It certainly would, Rusky. But I'm afraid to tell people to do that because they'll call path functions on it or some shit. Path functions will never work on custom classes (without some serious effort poured into the mix).

"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble"I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire

The installer's been done, the issue is getting the backend to make the correct calls. I'm just finishing that up now. Sign on to the IRC, and say my name if I'm there. I'll tell you what to do.

<-- lol 69

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"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble"I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire